Messages - Evie ❤✿

I think it should be on the Expanded item pack page, because that was the only place I thought to look. That would mean adding a lot of addresses that are useful/fun/safe to alter, but we should still do it. (Look, starting a wiki talk page without even starting a wiki talk page! )

If VC doesn't simulate an infrared signal, then from a new save file, unfortunately you wouldn't be able to do much. You won't be able to do anything except view the menus/help, because you need to catch at least one Chalien to play with them in the Polariton (to unlock their minigame) and get rid of their dark matter to progress the story.

However, some versions of VBA simulate a perfect IR signal. If VC doesn't you can transfer a save file with minigames already unlocked, and the game will let you play the non-infrared based games (most don't require an IR port thankfully).

Alternatively maybe if you can use a cheat code program on 3DS CFW you may be able to access the minigames or simulate successful captures this way.

So far I can say I really enjoy the sound design and quirkiness. The focus on minigames makes it seem like something I'd quite enjoy.

Ooh, there's a battle at 37:15!

Thanks for watching it!

Cool, I'm glad you like the game. The battle you mention is a minigame called Kachinuki! KuruKuru Battle. I think Kachinuki is stemmed 勝ち抜く ("to win through"), and KuruKuru is a Japanese sound effect for going around and around (a reference to the action cursor constantly changing).

This minigame is the memory (activity or minigame) of various Chaliens. Others have their own unique minigame, 5 Chaliens have the activity "Stereo Chalien", and 6 have no actual activity, bringing up a sad screen which says "NO FUTURE". (so dark, Creatures why did you do this to them?!) ✿

That's very true. My only comment is はふぁりほーん (hafari hо~n)/Safari Zone seems too much of a coincidence for this to all be gibberish, but there are likely different ways to interpret the sentences/not all of it is referencing real Japanese. ✿

TheZZAZZGlitch, (and anyone else) if you still want one, it appears GlitterBerri posted one on her TCRF user page in 2016. I'm sorry I couldn't find it in the past, and I have archived it for you under the archive.is link below.

Yes, there are ways to work around this, (rather than ld a, xx; ld (yyxx),a etc. which uses five bytes each) such as you can save some space with arithmetic registers (e.g. binary bit shifting registers and if you want 0x00 use xor a because "a xor a" is always 0). This requires some basics electronics knowledge but can be self-taught relatively quickly while playing with Windows Calculator on Programmer.

Also TheZZAZZGlitch's method of jumping back earlier could be considered like an algorithm. So sometimes I guess (although I've not wrote many complex programs) what a programmer might do is do a thought experiment and imagine: "how would I achieve this, what do I want the program to generally do", and adapt it into programming context.

ISSOtm also knows of CPU saving strategies, so if you make programs he might be able to optimise the code for you.

Nice work by the way! ^^ ✿

Haha, The space of 00's from address DA80 goes all the way to DEE0!How do you make the game wait for user input or make certain button inputs do something?

Oh... I see. Hmm, perhaps that was one of the things which worked, but as you said likely could be optimised.

In relation to your question: In short, you'll need to loop the code and read FFB3, because FFB3 is a HRAM address which updates with button data.

I have a program that makes Pikachu move based on the d-pad. It works by essentially doing a check that the values when subtracted makes FFB3 less than $01. You can play around with it so that other memory addresses are set. For example, a 'cheat mode' where pressing Start lets you walk through walls, pressing Select lets you disable it, and you may be able to give it some permanence with the recently documented on these forums 0xCC57 method (but at the moment, you will need to work it for Red/Blue; no CC57 Yellow ACE may be documented on the Internet yet). You can use D36D-D36E for an EN Yellow Version instead of D36E-D36F (EN Red/Blue Version) though if you settle for the map script method (although it only applies to the current map unless activated again).

Huh! That would have been quite the strange subplot indeed. I'll be internally theorizing for a while about what could have gone on between the Silph Chief and Giovanni that led to their disagreement.

Yes . It does make me wonder if a prototype version of Red/Green was ever released from a much earlier stage in development, like the G/S Space World 1997 demos how different it would be. If the G/S Space World being very different is a good example then it may have been a very different game, and it looks like the evidence (concept art, and leftover code like this) suggests that it was. I find this stuff so fascinating too. ✿

Yes, there are ways to work around this, (rather than ld a, xx; ld (yyxx),a etc. which uses five bytes each) such as you can save some space with arithmetic registers (e.g. binary bit shifting registers and if you want 0x00 use xor a because "a xor a" is always 0). This requires some basics electronics knowledge but can be self-taught relatively quickly while playing with Windows Calculator on Programmer.

Also TheZZAZZGlitch's method of jumping back earlier could be considered like an algorithm. So sometimes I guess (although I've not wrote many complex programs) what a programmer might do is do a thought experiment and imagine: "how would I achieve this, what do I want the program to generally do", and adapt it into programming context.

ISSOtm also knows of CPU saving strategies, so if you make programs he might be able to optimise the code for you.

Db is not a command though, it only means that the following bytes are not ASM and are data rather than code; for instance, if you had "db 91 84 83 50", it would be useful for identifying that it is not the code sub a,c add a,h add a,e ld d,b but rather data; in this case the player name "RED". In the assembled ROM db is not used, and is similar to a label. (like wCurOpponent as opposed to d058) ✿

This is something I read on our affiliates at Legendary Star Blob 2 a long time ago but didn't properly look into myself.

It appears in the Japanese versions of Red/Green/Blue/Yellow, the Safari Zone warden spoke in broken Japanese; with their phonemes corrupted. This was a mystery for some time, but it appears someone named Momiji Aoyama suggested maybe that Team Rocket stole his Gold Teeth.

The gist is like: "This is terrible! Team Rocket have taken my dentures! Help me! I'm depending on you! That idiot is in the Safari Zone somewhere! What? All right, that's fine, but I beg that you can help me."

There is more to this. It appears the game's story was altered at some point. In the original Japanese versions, due to an oversight, there is hidden normally unused text in the Safari Zone about Silph's Chief. Silph Chief is the Japanese name of the unused Chief Trainer class (who uses Scientist's sprite due to a technicality (it's not the real sprite)). One of these texts is "SILPH's manager is hiding in the SAFARI ZONE." (Japanese: シルフのチーフが サファリゾーンの どこかに かくれてるんだって!). For more information, see this thread.

Thoughts/does anyone have any further information?

I will try to translate the whole article and analyse it further, but it will take some time and my Japanese skills are only elementary-low intermediate with help, or maybe someone on pret/TCRF (such as GlitterBerri) or Legends of Localisation may want to look into it. I also want to do a video about this in depth at some point. ✿

So it looks like you can also do this with the following Game Genie codes. However, for a physical Game Genie you would need a way of working around the invisible white screen that appears. If you just want to listen to the glitch audio, this may be as simple as just mashing A, as the game still runs, navigating the menu with Start and A, and using an ACE item to encounter 4 4 (hex:BF).